Just a consideration.
""Cannot play text scroll audio clip as no 'Default' sound prefab has been defined in the Scene Manager"**
That sound objects needs to be a Prefab?
All sounds work except Scrolling text.
I went to some of the scenes taking a look that the Default sound were assigned, adding the constant id just in case, resaving the scene (Like in previous AC updates that I had to resave the scene for somethin…
Hi there, reviving thread.
I updated to 1.70.4, and now, my new visited scenes (or loading the game to another scene for example), the scrolling text sound doesnt work. (But it work when I directly start in a scene)
**
"Cannot play text scroll…
I'm having the same problem as the original poster.
I make the translation on Excel, after that I export to CSV delimited by commas, change that file to a txt with explorer, replace ; for |, change the file to csv with explorer, and Import it with …
A key shortcut activates or deactivates a Engine:Change timescale set via parameters, basically;
https://imgur.com/a/CN7jzGn
These actions are asset actionlist and all Run in Background. I changed them now to Pause Gameplay see if that helps and I…
LimitCursorToMenu looks like a very nice addition, I'll check it whenever I can.
I'll make a suggestion if I may:
Could we have in the editor, a slider for the menus elements section? There is a slider for menus, and thats nice because its easy to…
Added: "Load Fade Time" field to the MusicEngine and AmbienceEngine prefabs - use to control the fade-in time when resuming music and ambience upon loading
Amazing, just yesterday I really needed this feature.
Best unity asset! (And damn,…
update: Strange, the ability to choose Local variable with the set propierty to variable appears if the Actionlist is on asset instead of scene.... that's counter intuitive.
The error message in full
https://pastebin.com/9AUre464
I searched what stacktrace means and I'm not sure If I'm able to get it.
Can I transform that script into a custom action? I need lot of them, specially for the next project. How hard is it …
I guess most people making big games have the same problem. In my last project I'm around 150 global variables and having in consideration I use Local and now component variables whenever possible.
Is unavoidable having lots when variables on scene…
Yes, that's some of the workarounds I usually work with, it's just that it would be much easier if items could have directly graphic variables, for many custom menus etc.
AC is already a fantastic engine for many non-programmers for making more tha…
I'm making a pool of crewmembers that are inventory items. With parameters, it work very well. But if apart from the inventory default graphics they could have graphic parameters, I could assing different graphics for them for various activitivies (…
I changed the order of the menus and now the hotspot label for showing item names works again. I don't know why it worked before then, I didn't change the order before.
Strange thing, is that the new menu I've done with the mouse over/item propiert…
Gameobjects with variables attached to them is an amazing thing that I could finally use to make important non-classic adventure game mechanics without bloating the global variables and without resorting a lot to playmaker integration, amazing news.…
Yes, using closing arguments for color and size, it works.
I didn't use them before because Textmesh pro doesn't need them, and all worked. I guess I should just fix all the text not using closing argument for color and size...
So now everything f…
Edit: Wait, I'm not using closing arguments for color and size, they were not needed before. I'm gonna check.
With And Without Skipping speech first displays currently-scrolling text, there's problems related to color= and size= assigned to the Gam…
I was hyped implementing the script and forget about checking what you mentioned about the option.
tests:
Color and Size break the game as described, and If changed the name of the tags on the rich text GameEngine slots, they applied correctly and …
At least I had no broken anything this time I guess.
Script had solved Bold and Italics. Now they work perfectly.
But Size and color, don't. Now, when I click in order to pass to next dialogue, it flicker during a milisecond with the appropiate co…